Legendary Resistance (3/Day) If the dragon fails a saving throw, it can choose to succeed instead.
Made of Sterner Stuff The Iron Dragons hide is particularly tough, and as such is resistant to all non-magical attacks.
Deep Discernment Iron Dragons are particularly good at understanding the heart of the creatures it encounters, and has advantage on insight checks.
Tectonic Transformation The Iron Dragon is technically a metallic dragon, though more distantly related. As such, it is capable of changing its shape into a humanoid one, but must take 1 minute to do so, and it's size cannot be smaller than Large.
Slow and Steady While in draconic form, they cannot use their action to dash, but also cannot be knocked prone.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws or bashers.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Basher. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Heat Breath. The dragon exhales superheated gas in an 30-foot cone. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) fire damage on a failed save, or half as much damage on a successful one. If they are wearing metal armor, they have disadvantage on this save.
Shatter Breath. The dragon lets out a deep vibrating roar. Everything in a 60-foot cone must succeed on a DC 18 Constitution saving throw. On a failed save, the creature is knocked prone and takes 28 (8d6) force damage. On a success, they take 2d6 bludgeoning damage and remain standing, but their movement is halved.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Stomp Attack. The dragon slams its front feet into the ground, causing all creatures within 10ft to make a STR save, or fall prone.
Basher Blast(Costs 2 Actions). The dragon slams its bashers together, letting out an incredibly loud cracking sound. Each creature within 10 feet of the dragon must succeed on a DC 19 Constitution saving throw or take 13 (2d6 + 6) psychic damage and be stunned until the beginning of their next turn.
Description
The Iron dragon is a hulking beast of a dragon, where instead of fanning wings capable of launching them into the sky, their upper limbs end in an iron ball which they use to help them tunnel through solid rock.
They are stocky, with short limbs and a very short tail. Their scales are all the same dull dark grey that shines with the gleam of metal in the right light. Their necks are also shorter than the average dragon, with heavy plates covering the spine all the way down.
Their head is nearly flat on the top, with a horn like protrusion at the front that covers the nose and forms a platelike shelf over their eyes, which are a dark red with a slight glow where the pupil is.
They spend most of their time creating huge complex tunnels through the earth and deep into mountains, looking for rare metals, gems, or ancient ruins lost to time. They first use their shatter breath to destabilize the rock, and then use their bashers to make a tunnel, punching the rock with immense speed and force. If the tunnel seems to be unstable, it uses its heat breath to meld the rock together and increase its structural integrity.
Because they spend most of their time deep underground, they are rarely seen. When intelligent creatures do encounter them, Iron Dragons tend to say little, preferring to listen to the mortal folk and discern their motivations. If the creatures wish something of it, the Iron Dragon prefers to make a trade, either for ingots of fine metals, or detailed information about nearby settlements, significant geological structures (ie. volcanoes, tall mountains, large caves), or new smithing and stoneworking methods and skills. If there is a nearby cave containing Duergar, Kobolds, Goblins, or the like, it may request that the adventurers help ins clearing them out, seeing them as intruders and disrupting the ecosystem of the underground.
Their general personality is very pragmatic and patient. They have no great greed, but are rather driven by a need to explore and discover the mysteries of the deep. Because of that, they know a great deal of the underground areas where they live. Though they lack the high intelligences of their cousins, they are quite wise and can quickly discern a creatures motivations and morals, though this may not change much about how it treats them.
They are also great smiths and masons, using the fine materials to create incredible works of weaponry and art, as well as astounding underground structures. They have been known to make deals with Dwarf Lords to assist in creating their great underground cities.
Lair and Lair Actions
An Iron Dragon’s Lair
Iron Dragons dwell deep inside mountains, or far underground. They carve out huge branching tunnels with nearly mazelike complexity. When you reach the lair at the end of the tunnel network, it is usually a grand hall carved from the stone itself, with several rooms branching out from it for mortal guests, a smithy, and storage for raw materials.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. A 10ft diameter circle of stone falls away, revealing a 20ft drop into a tunnel below. Any creatures there must make a DC 16 DEX save, or fall into the tunnel. If they have no means of climbing back out, they must make a Survival check. If they roll above a 20, they take 1 turn to get back to the fight. For every 8 points below 20, they add 1 turn to how long it takes. (eg. rolling an 12 means it takes 3 turns to get back to the fight)
- The dragon chooses a 20ft square of ground within 120 ft, which then becomes magical difficult terrain.
- The dragon chooses a 15ft diameter cylinder within 60ft. That area becomes filled with floating metal filings. Creatures within must make a DC 15 CON save, or take 3d10+3 Poison damage, and have their speed halved until the end of their next turn, taking only half damage on a success. Any ranged attacks, or abilities/checks that rely on sight, that would pass through the cylinder are done with disadvantage, as the metal flakes shimmer and distort the view.
Regional Effects
The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Tunnels that lead upward or downward feel as if you are walking on flat ground, or flat areas suddenly feel steep(Roll a d20 for every 5 mins they travel in the tunnels made by the dragon, on a 5 or lower this effect is present)
- A cave or passage might suddenly appear, or a tunnel may start to bend as you walk down it, leading to a new location.
- Your emotions compress, and your feelings become flat. You feel no great happiness, and humor becomes dull, but you also feel no great sadness or fear is situations that might provoke those feelings.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
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